Editing method and device for scene component in game, equipment and storage medium
By introducing a target reference plane in the game, users can freely place and edit scene components in the game, solving the problem that scene component editing in the prior art does not support floating and relying on carriers, and improving editing efficiency and placement range.
Patent Information
- Application Number
- CN202311499831.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-11-09
- Publication Date
- 2025-05-09
- Estimated Expiration
- 2043-11-09
AI Technical Summary
The editing method of scene components in existing games does not support floating, and it depends on the placement of the carrier, resulting in low editing efficiency and limited placement range, which cannot meet the actual game needs.
By introducing a target reference plane in the game, allowing users to display and edit scene components in the game scene to be edited on a graphical user interface, the user can determine the target reference plane in response to a trigger instruction and perform editing operations on the associated scene components.
It realizes the free placement of scene components, does not rely on the carrier, improves the freedom and range of placement, and significantly improves the editing efficiency of scene components.
Smart Images

Figure CN119951139A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game editing technology, and in particular to a method, device, equipment and storage medium for editing scene components in a game. Background Art
[0002] In the game, including game scene editing, scene components do not support floating in the scene editing of some current games. Usually, high floors are created by placing room components (such as floors and walls), placing scene components based on floors and walls, and stacking rooms vertically. The floor height is the wall height. However, this method must place scene components based on the floor. When the above room components are moved or deleted, all scene components in the space will be affected at the same time. In addition, the freedom of placement range is greatly limited, which cannot meet the actual game needs, resulting in low editing efficiency. Summary of the invention
[0003] The embodiments of the present application provide a method, device, electronic device and storage medium for editing scene components in a game, which can freely place scene components without relying on a placement carrier, thereby improving the placement freedom of scene components and expanding the placement range of scene components, further improving the editing efficiency of scene components.
[0004] The technical solution of the embodiment of the present application is implemented as follows:
[0005] In a first aspect, an embodiment of the present application provides a method for editing a scene component in a game, the editing method comprising:
[0006] Displaying a graphical user interface provided by the running game program through a terminal device, wherein a game scene to be edited in an editing stage is displayed on the graphical user interface, wherein the game scene to be edited includes a scene component, wherein the scene component is configured to generate a corresponding virtual object in a game running scene in a game running stage provided by the game program;
[0007] In response to a first trigger instruction, determining at least one target reference plane in the game scene to be edited;
[0008] In response to the second trigger instruction, determining a first target reference plane corresponding to the second trigger instruction from the at least one target reference plane , And perform an editing operation on a first target scene component associated with the first target reference plane, wherein the first target scene component is a scene component among the scene components that satisfies a preset position relationship with the first target reference plane.
[0009] In a second aspect, an embodiment of the present application further provides an editing device for a scene component in a game, the editing device comprising:
[0010] A first display module, used for displaying a graphical user interface provided by the running game program through a terminal device, wherein a game scene to be edited in an editing stage is displayed on the graphical user interface, wherein the game scene to be edited includes a scene component, wherein the scene component is configured to generate a corresponding virtual object in a game running scene in a game running stage provided by the game program;
[0011] A first determination module, configured to determine at least one target reference plane in the game scene to be edited in response to a first trigger instruction;
[0012] A first editing module is used to respond to a second trigger instruction, determine a first target reference plane corresponding to the second trigger instruction from the at least one target reference plane, and perform an editing operation on a first target scene component associated with the first target reference plane, wherein the first target scene component is a scene component in the scene components that satisfies a preset position relationship with the first target reference plane.
[0013] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to execute the method for editing scene components in a game as described in any one of the first aspects.
[0014] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the method for editing scene components in a game as described in any one of the first aspects is executed.
[0015] The embodiments of the present application have the following beneficial effects:
[0016] A graphical user interface provided by a running game program is displayed through a terminal device, and a game scene to be edited in an editing stage is displayed on the graphical user interface, wherein the game scene to be edited includes a scene component, wherein the scene component is configured to generate a corresponding virtual object in a game running scene in a game running stage provided by the game program; in response to a first trigger instruction, at least one target reference plane is determined in the game scene to be edited; in response to a second trigger instruction, a first target reference plane corresponding to the second trigger instruction is determined from at least one target reference plane, and an editing operation is performed on the first target scene component associated with the first target reference plane; the present application uses a target reference plane to perform scene components, so that scene components can be freely placed without relying on a placement carrier, thereby improving the placement freedom of scene components, and expanding the placement range of scene components, further improving the editing efficiency of scene components. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0018] Figure 1 This is a schematic diagram of the process of editing a scene component in a first game provided by an embodiment of the present application;
[0019] Figure 2a A schematic diagram showing the settings interface of the editor;
[0020] Figure 2b A schematic diagram of the interface for triggering the spatial layer height editing command in the editor is shown;
[0021] Figure 2c A perspective adjustment interface diagram including a first perspective switching control 201 and a second perspective switching control 202 in an editor is shown;
[0022] Figure 3 It is a schematic diagram of the process of editing a scene component in a second game provided by an embodiment of the present application;
[0023] Figure 4 It is a schematic diagram of the process of editing scene components in the third game provided by an embodiment of the present application;
[0024] Figure 5 This is a schematic diagram of the fourth process of editing scene components in a game provided by an embodiment of the present application;
[0025] Figure 6a This is a flowchart of editing scene components in a fifth game provided by an embodiment of the present application;
[0026] Figure 6b It is an interface for disabling the high floor (high space layer) hidden function provided in an embodiment of the present application;
[0027] Figure 6c This is an interface diagram for enabling the high floor (high space layer) hidden function provided in an embodiment of the present application;
[0028] Figure 7a It is a flowchart of editing scene components in the sixth game provided by an embodiment of the present application;
[0029] Figure 7b It is a flowchart of editing scene components in the sixth game provided by an embodiment of the present application;
[0030] Figure 8a It is a flowchart of editing scene components in the seventh game provided by an embodiment of the present application;
[0031] Figure 8b An interface diagram showing the deletion of a target reference interface and its associated target scene component when the spatial layer height editing function is enabled;
[0032] Fig. 9 It is a structural schematic diagram of a device for editing scene components in a game provided by an embodiment of the present application;
[0033] Fig.10 It is a schematic diagram of the composition structure of the electronic device provided in the embodiment of the present application. DETAILED DESCRIPTION
[0034] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart under the guidance of the content of the present application, or remove one or more operations from the flowchart.
[0035] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0036] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.
[0037] In the following description, the terms "first\second\third" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\third" can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0038] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.
[0039] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as those commonly understood by those skilled in the art to which this application belongs. The terms used herein are for the purpose of describing the embodiments of this application and are not intended to limit this application.
[0040] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.
[0041] In the game, the user generated content (UGC) editors on the market usually create floor heights based on the placement of room components. In this way, the floor of the room component is the floor plane, and the height of the room component is the floor height. However, in this way, when the room component is moved or deleted, it will definitely affect all objects in the space at the same time, and there are large restrictions on the freedom of placement range, etc., which leads to low editing efficiency and cannot meet actual game needs. Based on this, the embodiments of the present application provide a method, device, electronic device and storage medium for editing scene components in the game, which can freely place scene components without relying on placement carriers, improve the placement freedom of scene components, and expand the placement range of scene components, further improving the editing efficiency of scene components.
[0042] The above-mentioned editing method can be applied to multiple fields, such as the game field or the shopping platform field; correspondingly, the above-mentioned editing scene can be a game scene under the game field, or it can be an activity scene of the shopping platform; here, no matter which editing scene it is, the editing scene includes the game scene to be edited in the corresponding field (specifically a specified scene map).
[0043] like Figure 1 As shown, a method for editing a scene component in a game provided by the first embodiment of the present application, the editing method includes:
[0044] S101. Displaying a graphical user interface provided by a running game program through a terminal device, wherein a game scene to be edited in an editing stage is displayed on the graphical user interface, wherein the game scene to be edited includes a scene component, wherein the scene component is configured to generate a corresponding virtual object in a game running scene in a game running stage provided by the game program.
[0045] S102. In response to a first trigger instruction, determine at least one target reference plane in the game scene to be edited.
[0046] S103, in response to a second trigger instruction, determining a first target reference plane corresponding to the second trigger instruction from the at least one target reference plane, and performing an editing operation on a first target scene component associated with the first target reference plane, wherein the first target scene component is a scene component in the scene components that satisfies a preset position relationship with the first target reference plane.
[0047] The editing method of the scene component in the game provided in the embodiment of the present application determines at least one target reference plane in the game scene to be edited through a first trigger instruction, and determines the first target reference plane corresponding to the second trigger instruction from the at least one target reference plane through a second trigger instruction. , And perform editing operations on the first target scene component associated with the first target reference plane; in the present application, scene components are edited through the target reference plane, so that scene components can be placed freely without relying on the placement carrier, thereby improving the placement freedom of scene components, and expanding the placement range of scene components, further improving the editing efficiency of scene components.
[0048] The editing method of the scene component in the game in the embodiment of the present application can be run on a terminal device or a server. Among them, the terminal device can be a local terminal device. When the editing method of the scene component in the game is run on the server, it can be a cloud game, and the editing method of the first scene component is run on the server based on the interaction between the server and the terminal device.
[0049] In an optional embodiment, the local terminal device (i.e., the client) stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by the conventional electronic device and run. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0050] In another optional implementation, cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating entity of the game program and the subject of the game scene presentation are separated, the storage and operation of the game scene information are completed on the server, and the terminal device is used for receiving and sending data and presenting the game scene. For example, the terminal device can be a display device with data transmission function close to the user side, such as a mobile terminal, a television, a computer, a handheld computer, etc.; but the terminal device for processing the game scene information is a cloud gaming server in the cloud. When editing the game scene, the target user operates the terminal device to generate the game scene information and sends the game scene information to the cloud gaming server. The cloud gaming server encodes and compresses the game scene data and returns it to the terminal device through the network. Finally, the processed game scene information is received by the terminal device and the game scene is output.
[0051] It should be noted that there is an editing mode provided in the game. When entering this editing mode, the player (or user) can edit the scene components in the game, and the above editing function in the game is provided by the technical support provided by the UGC editor to realize the function of allowing players to edit the scene components in the game. The above exemplary steps of the embodiment of the present application are described below with the above editing method running on the terminal device; wherein the terminal device is an electronic device with a touch function, such as a smart phone.
[0052] In the embodiments of the present application, each of the above exemplary steps of the embodiments of the present application is described respectively.
[0053] S101. Displaying a graphical user interface provided by a running game program through a terminal device, wherein a game scene to be edited in an editing stage is displayed on the graphical user interface, wherein the game scene to be edited includes a scene component, wherein the scene component is configured to generate a corresponding virtual object in a game running scene in a game running stage provided by the game program.
[0054] In some embodiments, an editing mode is provided in the game. When entering this editing mode, the player can edit the scene components in the game; specifically, in the above-mentioned editing mode, the game scene to be edited is displayed through the graphical user interface of the terminal device, specifically based on the user-generated content (UGC) editor to display the game scene to be edited, and the game scene to be edited includes a designated scene map, which can be the main game map, a specific map in the editing mode, or other maps in the game (for example, a copy map). The player can edit the above-mentioned game scene to be edited, which can also be understood as editing the designated scene map.
[0055] In addition, in the above-mentioned editing mode, the user can edit the game scene to be edited in various ways, specifically editing the scene components in the game scene to be edited. The above-mentioned scene components can also be terrain, buildings, game characters or other game elements in the specified scene map; for example, add or delete terrain, buildings, game characters or other game elements. Correspondingly, various tools and functions will also be provided on the graphical user interface to help users create and modify game scenes, so that players can easily edit game scenes.
[0056] In normal mode, that is, when the user has not triggered any trigger instruction (including the first trigger instruction, the second trigger instruction or the third trigger instruction mentioned below) to enable the "space layer editing function (also known as the floor editing function)", a specific reference plane associated with the above-mentioned game scene to be edited is displayed on the graphical user interface. The specific reference plane is a virtual plane (specifically a grid plane). The specific reference plane is a virtual plane based on the grid lines located at fixed positions in the world coordinates as a visual aid. Each time the player triggers a new scene component in the game scene to be edited, the new scene component is on the above-mentioned specific reference plane by default. The above-mentioned new scene component supports floating, but the above-mentioned specific reference plane has nothing to do with the space division. Its purpose is to serve as an aid in placing scene components.
[0057] In this normal mode, in addition to editing scene components in the game scene to be edited, players can also suspend and place scene components based on the above-mentioned specific reference plane, but the spatial layer division in the game scene to be edited is not supported.
[0058] S102. In response to a first trigger instruction, determine at least one target reference plane in the game scene to be edited.
[0059] In one embodiment, the above-mentioned first trigger instruction is generated at least through an opening operation for a multi-space layer control, and the above-mentioned multi-space layer control is displayed through a setting window of the game scene to be edited; the above-mentioned first trigger instruction can be understood as an instruction to open the multi-space layer control; the above-mentioned space layer can also be understood as a virtual floor or floor.
[0060] like Figure 2aAs shown, the player opens the "Editor Settings (also known as Settings Control)" control in the game, displays a settings window (i.e., Editor Settings window) in the game scene to be edited, and displays a "Map Settings" function bar through the settings window, and the "Map Settings" function bar includes a "Multi-layer Map" switch, a "Number of Map Floors" switch, and an "Automatically Hide High Floor Layout" switch; in one embodiment, the above-mentioned first trigger instruction at least includes an instruction to open the "Multi-layer Map". When the above-mentioned first trigger instruction only includes an instruction to open the "Multi-layer Map", the corresponding spatial layer (i.e., the virtual floor in the game scene to be edited) has a default number (usually 1 by default, but of course it can also be 2 or 3), and then, at least one target reference plane is determined according to the above-mentioned default number, and here, the number of determined target reference planes is the same as the default number of the above-mentioned spatial layers.
[0061] In another embodiment, the first trigger instruction is also generated by a setting operation for a spatial layer number setting option, the current number of the target reference plane is determined according to the first spatial layer number set by the setting operation, and the spatial layer number configuration option is displayed through the setting window of the game scene to be edited. Figure 2a As shown, the first trigger instruction includes not only the instruction to open the "multi-layer map", but also the instruction to set the "number of map floors". For example, the setting instruction sets the "number of map floors" to 4 and determines 4 target reference planes.
[0062] It should be noted that the above-mentioned determination of at least one target reference plane includes generating at least one target reference plane. Correspondingly, after the above-mentioned at least one target reference plane is determined, the above-mentioned at least one target reference plane is displayed on the graphical user interface; wherein each target reference plane is a ground plane corresponding to the target scene component and the above-mentioned game scene to be edited is divided into upper and lower spaces based on the target reference plane.
[0063] In an embodiment of the present application, at least one target reference plane is displayed in a first display mode on a graphical user interface; after the first target reference plane is determined, the first target reference plane is displayed in a second display mode that is different from the first display mode.
[0064] Here, the first display mode is a conventional display mode, and the second display mode is a prominent display mode; for example, the first display mode is white display, and the second display mode is green bold display. The target reference plane is displayed in the white first display mode, and after the first target reference plane is determined, the second target reference plane is displayed in the green bold second display mode.
[0065] like Figure 2aAs shown, 1. Through the global setting window of the editor, such as the position of mark 1, the player has not turned on the "multi-layer map" switch. When the "multi-layer map" is not turned on, the game scene to be edited only has a specific reference plane with a fixed position in the world coordinate, which is used to assist in placing scene components, and does not have a space division function; 2. After the player turns on the "multi-layer map", the player can freely adjust the number of target reference planes (that is, floors); 3. After turning on the "multi-layer map", target reference planes equal to the number of target reference planes (that is, floors) are generated, and each target reference plane is used as the ground plane of the corresponding floor. The game scene to be edited is divided into upper and lower spaces based on the above target reference planes.
[0066] Optionally, the floor height between the target reference planes is a preset value. Generally speaking, the preset value is greater than the height of the game character controlled by the player.
[0067] Specifically, taking the specific reference plane as the first grid plane, the target reference plane as the second grid plane, and each second grid plane being associated with a spatial layer in the game scene to be edited, the spatial layer is taken as an example for explanation: in response to the activation of the floor editing function for the game scene to be edited, the number of first floors to be built is determined, and second grid planes equal to the number of first floors are generated and each second grid plane is associated with a floor; and each second grid plane is the ground plane of its associated floor and the game scene to be edited is divided into upper and lower spaces based on the second grid planes.
[0068] In the embodiment of the present application, the user enables the "editor setting function" in the UGC editor, and a setting window (also referred to as a global setting window) is displayed on the graphical user interface, such as Figure 2a As shown in the figure, when the user does not turn on the "multi-layer map", there is only an auxiliary plane with a fixed position of the world coordinate on the graphical user interface, which is used to assist in placing scene components, and does not perform a space division function; when the user turns on the switch of the "multi-layer map switch option" in the setting window, the multi-floor editing function for the specified scene map is activated, and the player can build floors in the game scene to be edited; in addition, there is also a "map floor number option" on the editor, and there is a configuration value behind the "map floor number option", which defaults to 1, and the value can be increased or decreased by the "+" and "-" signs on both sides of the configuration value; as shown in the figure Figure 2a As shown in the mark 2 in the figure, specifically, click "+" once to configure the value +1, and click "1" once to configure the value minus one. Based on the above "map floor number option", players can freely adjust the number of floors. Regardless of whether the player configures or not, obtain the configuration value under the "map floor number option" and determine the first floor number according to the above configuration value.
[0069] After determining the number of the above-mentioned first floors, a second grid plane equal to the number of the above-mentioned first floors can be generated. Here, each generated second grid plane is associated with a floor respectively; in other words, each floor corresponds to a second grid plane, and each second grid plane is the ground level of its associated floor. The above-mentioned game scene to be edited is divided into upper and lower spaces based on the generated second grid planes, so that the floors are built.
[0070] In the embodiment of the present application, the above-mentioned “target reference plane” may be visible or invisible; it should be noted that no corresponding virtual model will be generated for the above-mentioned “target reference plane” during the game running stage.
[0071] S103, in response to a second trigger instruction, determining a first target reference plane corresponding to the second trigger instruction from the at least one target reference plane, and performing an editing operation on a first target scene component associated with the first target reference plane, wherein the first target scene component is a scene component in the scene components that satisfies a preset position relationship with the first target reference plane.
[0072] In the embodiment of the present application, the second trigger instruction may be a high spatial layer hiding instruction or a spatial layer height editing instruction; Figure 2a As shown, a "auto hide high floor layout" button is also displayed on the setting window. As shown in the mark 3, the player clicks the "auto hide high floor layout" button to trigger the high space layer hiding instruction; in addition, Figure 2b As shown, the game scene to be edited also includes a "tool box". The player opens the "tool box" and a "floor height" button is displayed on the graphical user interface. The player clicks the "floor height" button to trigger the spatial layer height editing instruction (i.e., the second trigger instruction).
[0073] Correspondingly, based on the above-mentioned second trigger instruction, the first target reference plane matched by the second trigger instruction is determined, and then, by operating at least one of the first target reference plane, the first target scene component, the third target reference plane above the first target reference plane, and the third target scene component associated with the third target reference plane, an editing operation is performed on the first target scene component associated with the first target reference plane.
[0074] In one embodiment, when the above-mentioned second trigger instruction is a high spatial layer hiding instruction, the first target reference plane corresponding to the high spatial layer hiding instruction is first determined, and then the third target reference plane above the first target reference plane is determined (that is, the target reference plane whose corresponding y-axis coordinate value is greater than the y-axis coordinate value of the first target reference plane), and then the third target scene component associated with the third target reference plane is determined, and then the above-mentioned third target reference plane and the third target scene component associated with the third target reference plane are hidden to implement the editing operation on the first target scene component associated with the first target reference plane.
[0075] In another embodiment, when the above-mentioned second trigger instruction is a spatial layer height editing instruction, the first target reference plane corresponding to the spatial layer height editing instruction is first determined, and then the editing operation is performed on the first target scene component associated with the first target reference plane by moving the first target reference plane or simultaneously moving the first target reference plane and its associated first target scene component.
[0076] In an embodiment of the present application, the above-mentioned second trigger instruction can be triggered by a trigger operation, thereby achieving consistency of operations on each target reference plane and its associated target scene component. That is, we can achieve the execution of a certain instruction on all the target reference planes and the target scene components associated with each target reference plane through one operation, for example, moving together or hiding together.
[0077] In the embodiment of the present application, when editing the scene components in the game, the perspectives of different target reference planes can also be switched. For example, when the player's perspective in the current game is in the first target reference plane (also corresponding to the virtual camera position at the specified position associated with the first target reference plane), it can be quickly switched to the second target reference plane. Figure 3 As shown, the editing method of the scene component in the game provided in the embodiment of the present application further includes:
[0078] S301. In response to a third trigger instruction, determine a second target reference plane from the at least one target reference plane, and determine first movement information of a virtual camera associated with the game field to be edited based on the second target reference plane.
[0079] S302: Control the movement of the virtual camera according to the first movement information.
[0080] In combination with S301-S302, the above-mentioned third trigger instruction is obtained by the first trigger operation of the viewing angle adjustment control displayed on the graphical user interface, and the above-mentioned viewing angle adjustment control is a control displayed on the graphical user interface in response to the number of target reference planes being greater than a set threshold; wherein, the above-mentioned second target reference plane is determined according to the control direction and control value associated with the viewing angle adjustment control.
[0081] In an embodiment of the present application, when the number of target reference planes is greater than a set threshold (the set threshold is usually 1, but can also be 2), in response to the number of target reference planes being greater than the target number, a viewing angle adjustment control is displayed on the graphical user interface; in response to the first trigger operation for the above-mentioned viewing angle adjustment control, a third trigger instruction is triggered.
[0082] Specifically, when the number of floors associated with the target reference plane is greater than 1, that is, when the game scene to be edited includes more than one floor, a perspective adjustment control is displayed on the graphical user interface so that the user can adjust the perspective by operating the perspective adjustment control to view different floors.
[0083] like Figure 2c As shown, when the number of response target reference planes is greater than a set threshold (for example, 1), a first perspective switch control 201 and a second perspective switch control 202 are displayed on the graphical user interface; the first perspective switch control 201 and the second perspective switch control 202 respectively indicate different perspective switch directions, the first perspective switch control 201 is an upward perspective switch (specifically, a perspective switch in the positive direction of the y-axis) and the second perspective switch control 202 is a downward perspective switch (specifically, a perspective switch in the negative direction of the y-axis); specifically, the user clicks on the first perspective switch control 201 to determine that the previous target reference plane of the current target reference plane is the second target reference plane, and at the same time, the second target reference plane is used as the new current target reference plane; the user clicks on the first perspective switch control 201 again to determine that the previous target reference plane of the new current target reference plane is the second target reference plane, and so on.
[0084] After the second target reference plane is determined, the first movement information of the virtual camera associated with the game field to be edited is determined according to the second target reference plane and the current position information of the virtual camera. Here, the current position information of the virtual camera can be the coordinate position of the previous target reference plane of the second target reference plane, or it can be the coordinate position of the virtual camera. The above-mentioned first movement information includes: a first moving distance and a first moving direction. For example, the current position information of the virtual camera is y1, the coordinate position of the second target reference plane is y2, and y2>y1, then the first moving direction is upward movement, and the first moving distance is y2-y1.
[0085] When the user performs the first trigger operation on the perspective adjustment control, such as clicking or dragging the perspective adjustment control, the height offset of the virtual camera associated with the game field to be edited (i.e., the first movement information mentioned above) is determined according to the control direction of the perspective adjustment control and the spatial layer control value. This height offset represents the distance the virtual camera needs to move up and down in the target direction.
[0086] In the embodiment of the present application, the virtual camera is controlled to move a first moving distance according to the first moving direction in the first movement information, so that the viewing angle of the virtual camera is moved from the current target reference plane to the second target reference plane.
[0087] As an example, see Figure 2c , Figure 2c is a perspective adjustment interface diagram provided in an embodiment of the present application, such as Figure 2c As shown, when the number of floors is greater than 1, the first perspective switching control 201 (up arrow) and the second perspective switching control 202 (down arrow) are displayed. After clicking the up / down arrow, the number of floors is +1 / -1. When switching floors, the center point of the perspective needs to be positioned at the corresponding floor height. The implementation method is to provide the user's perspective camera height offset = the floor grid plane longitudinal coordinate value before switching - the floor grid plane longitudinal coordinate value after switching. Except for the height, other camera parameters remain unchanged.
[0088] It should be noted that when the player switches the perspective of the target reference plane, after determining the second target reference plane from at least one target reference plane based on the player's third trigger instruction, the parameters of the corresponding virtual camera are as follows: the x- and z-axis values remain unchanged in the current game, and the y-axis value is set to the plane coordinate value of the second target reference plane + a first fixed value, which is set based on the player's visual experience when the player's perspective is on each target reference plane. For example, the height value of each target reference plane is 3m, and the first fixed value can be ±0.2m, ±0.5m, etc.
[0089] In addition, in addition to controlling the perspective switching of different target reference planes through the third trigger instruction, the movement of the virtual camera can also be controlled in real time based on the sliding operation. The movement of the virtual camera means that the player's viewing perspective has changed. In this scenario, the focus is not on switching to the perspective of a certain target reference plane, but on the change of the virtual camera perspective with the player's operation. Figure 4 As shown, the editing method of the scene component in the game provided in the embodiment of the present application further includes:
[0090] S401. In response to a sliding operation on the graphical user interface, second movement information of a virtual camera associated with the game field to be edited is determined according to sliding information of the sliding operation.
[0091] S402: Control the movement of the virtual camera according to the second movement information.
[0092] In combination with the above S401-S402, the user triggers a sliding operation on the graphical user interface, and then determines the second moving direction and the second moving distance of the virtual camera associated with the game field to be edited according to the sliding direction and the sliding distance of the sliding operation, and then controls the movement of the virtual camera in real time according to the second moving direction and the second moving distance in the second movement information. In this way, instead of directly switching between different target reference planes based on a third trigger instruction (for example, the first trigger operation for the perspective switching control), the movement of the virtual camera is controlled in real time based on the sliding operation, allowing the player to adjust the perspective of the game scene to be edited that he wants to view as the sliding operation is controlled.
[0093] In addition, when the player switches the perspective of the target reference plane (which can also be understood as switching floors), the player can also control the movement of the virtual camera in real time based on the sliding operation, but in this scenario, the switching of the perspective of the target reference plane will not be triggered.
[0094] Furthermore, the method for editing a scene component in a game provided in an embodiment of the present application determines the first target scene component associated with the first target reference plane by the following method, including:
[0095] S501, reading the plane coordinate value of each target reference plane.
[0096] S502. For each scene component included in the game scene to be edited, obtain the component coordinate value located at a preset position of the scene component, and determine the target reference plane associated with the scene component based on the positional relationship between the component coordinate value and the plane coordinate value.
[0097] S503: Determine, according to the target reference plane associated with each scene component, a first target scene component associated with the first target reference plane.
[0098] In combination with S501 to S503, after the target reference plane is built, each target reference plane has a plane coordinate value, specifically a longitudinal coordinate value (that is, a y-axis coordinate value) Y(n), and the longitudinal coordinate value Y(n) represents the position of the corresponding target reference plane. Each scene component also has a component coordinate value. Specifically, the y-axis coordinate value of the preset position of each scene component (for example, the bottom of the scene component) is the component coordinate value; then, according to the positional relationship between each scene component and the target reference plane in the game scene to be edited, the target reference plane associated with each scene component can be determined, and according to the target reference plane associated with each scene component, the first target scene component associated with the first target reference plane can be determined.
[0099] Specifically: Read the longitudinal coordinate value of the target reference plane on the nth floor as Y(n). The height intervals of all floors are [Y(1) < Y(2) < Y(3) <... < Y(n)]. The coordinate center of each scene component indicates the position of the scene component, and the coordinate center of each scene component is located at the bottom of the scene component. Each scene component corresponds to a component coordinate value, that is, the longitudinal coordinate y value at the bottom of the scene component; Determine which height interval the longitudinal coordinate y value of the scene component is in, and then its position is associated with that floor. For example, if Y(1) < y < Y(2), then this scene component belongs to the 1st floor, so as to determine the target reference plane to which each scene component belongs. Finally, the target reference plane associated with each scene component can be obtained. Based on the target reference plane associated with each scene component above, the first target reference plane and its associated first target scene component can be determined from it.
[0100] Specifically, taking a specific reference plane as the first grid plane and the target reference plane as the second grid plane, and taking each second grid plane associated with a spatial layer in the game scene to be edited, and this spatial layer being a floor as an example for illustration: For the second grid plane associated with the generated first floor, the system will read the y-axis coordinate value of each second grid plane. This y-axis coordinate value is the position of this second grid plane, that is, the position of the floor associated with this second grid plane; Then, for each scene component in the game scene to be edited, the system will also obtain the scene component coordinate value (which is also the y-axis coordinate value of the scene component) located at the bottom of the scene component. Then, by comparing the scene component coordinate value with the y-axis coordinate value of each second grid plane, the floor to which this scene component belongs can be determined; Specifically, by comparing the scene component coordinate value with the y-axis coordinate value of each second grid plane, determine the floor interval range to which this scene component belongs (the upper limit value and the lower limit value of this interval range are respectively the y-axis coordinate values of the second grid planes of the corresponding two floors), and then determine the floor corresponding to the lower limit value in the above interval range as the floor to which this scene component belongs.
[0101] Here, the above system can be understood as the software of the game program, or can also be understood as the terminal device or server running the game program; When the above game program is running, it can execute the method for editing the floor height in the above map.
[0102] In this way, the system can accurately determine the floor to which each scene component belongs, and finally obtain the target scene components included in each floor. Such a processing method can provide an accurate data basis for the subsequent floor editing in the map, enabling the user to more conveniently edit the floors in the game scene to be edited.
[0103] As an example, after the second grid plane of the floor is set up, each second grid plane has a longitudinal coordinate value Y(n), which represents the position of the corresponding second grid plane. Then, according to the positional relationship between each scene component in the game scene to be edited and the above-mentioned second grid plane, the floor scene components included in each floor can be determined;
[0104] Specifically: Read the longitudinal coordinate value of the second grid plane of the nth floor as Y(n). The height intervals of all floors are [Y(1) < Y(2) < Y(3) <... < Y(n)]. The coordinate center of each scene component identifies the position of the scene component and the coordinate center of each scene component is located at the bottom of the scene component. The coordinate center of the scene component corresponds to a longitudinal coordinate y value; Determine which two floor height intervals the longitudinal coordinate y value of the scene component is in. For example, the longitudinal coordinate y value of the scene component is in the height interval of the first floor and the second floor, that is: Y(1) < y < Y(2), then this scene component belongs to the first floor; In this way, the floor to which each scene component belongs can be determined. Finally, the floor scene components included in each floor can be obtained.
[0105] In addition, in the embodiments of the present application, the user can also adjust at least one target reference plane and the scene components associated with each target reference plane. This may include operations such as the layout of the target reference plane, adding or deleting scene components, changing the position or attributes of the scene components, etc.
[0106] Through such an editing method, the user can more precisely control the details and elements of the game scene to be edited to create a game scene that better meets the design requirements. This editing method based on grids and floor scene components can also improve the editing efficiency and accuracy, making game editing more efficient.
[0107] It should be noted that the newly created target reference plane may not include scene components. The editing of the target reference plane may also include the operation of adding scene components from the scene component library to the target reference plane. After adding the scene components, the editing can continue according to the above method; Specifically, when adding scene components, each target reference plane has associated target scene components, and the player can perform an overall operation on the target reference plane and its associated target scene components through one operation.
[0108] Specifically, in response to a modification operation for the number of the first floors in the game scene to be edited, determine the modified number of the second floors, determine the target floors in the game scene to be edited according to the number of the second floors, and update the floors in the specified scene map and the floor scene components of each floor based on the target floors.
[0109] Here, when the user modifies the number of the first floor in the game scene to be edited, the system will determine the modified number of the second floor, and then based on the second floor number, the system will determine the target floor in the game scene to be edited. Once the target floor is determined, the system will update the floors in the game scene to be edited and the floor scene components of each floor based on the target floor. Specifically, for example: the number of the first floor is 4, and the number of the second floor is 5, then the target floor is floor 4, and specifically add a floor 5 to floor 4; another example: the number of the first floor is 6, and the number of the second floor is 5, then the target floor is floor 6, and then delete floor 6; another example: the number of the first floor is 6, and the number of the second floor is 4, then the target floors are floors 6 and 5, and then delete floors 6 and 5.
[0110] When deleting a floor, the player can configure the target reference plane and the target scene components associated with the target reference plane to be deleted together; or the player can choose to delete only the target reference plane, and then the system will re-determine the association relationship between the target scene components in the deleted target reference plane and the remaining target reference planes.
[0111] As mentioned above, the second trigger instruction is a high spatial layer hidden instruction. Further, Figure 6a As shown, in the method for editing a scene component in a game provided by an embodiment of the present application, the editing operation performed on the first target scene component associated with the first target reference plane includes:
[0112] S601: In response to the second trigger instruction being a high spatial layer hiding instruction, determine whether the first target reference plane meets a spatial layer switching condition.
[0113] S602. If satisfied, according to the current plane coordinate value of the first target reference plane, determine from the target reference plane a third target reference plane whose corresponding plane coordinate value is greater than the current plane coordinate value, and determine a third target scene component associated with the third target reference plane.
[0114] S603: Hide the third target reference plane and the third target scene component.
[0115] In combination with S601 to S603, the above-mentioned high-space layer hiding instruction is generated by operating the high-space layer hiding control; the above-mentioned high-space layer hiding control is displayed through the setting window of the game scene to be edited. Here, the high-floor hiding function is enabled by operating the high-floor hiding function control. This control may be displayed in the setting window of the game editing scene in the form of a button, option or other form. The user can enable the high-floor hiding function by clicking or selecting this control, thereby triggering the above-mentioned floor hiding process. This design allows users to control the display and hiding of floors during map editing in an intuitive and convenient way.
[0116] As an example, see Figure 2a ,like Figure 2a As shown, an "Automatically hide high floor layout" button is also displayed on the setting window. As shown in the mark 3, when the player clicks the "Automatically hide high floor layout" button, the high space layer hiding instruction is triggered; after the above high space layer hiding instruction is triggered, it is determined whether the currently determined first target reference plane meets the space layer switching condition; here, the specific judgment method can be to determine whether a switching instruction has been received, and if so, determine that the currently determined first target reference plane meets the space layer switching condition. Here, the above switching instruction can be the opening instruction of the "Automatically hide high floor layout" button, or it can be the third trigger instruction.
[0117] If the currently determined first target reference plane meets the spatial layer switching condition, the system will obtain the current plane coordinate value (i.e., y-axis coordinate value) of the currently determined first target reference plane, and then the system will find the corresponding plane coordinate value (i.e., y-axis coordinate value) from the determined target reference plane. The third target reference plane is greater than the current plane coordinate value (i.e., current y-axis coordinate value). These third target reference planes represent the floors above the current floor. Then, the system will determine the third target scene components associated with the third target reference plane. These third target scene components are all objects on the third target reference plane. Finally, the system will hide the third target reference plane and the third target scene components, so that these floors and scene components are no longer displayed in the game scene to be edited.
[0118] In this way, the high-level floor hiding function can help users focus more on the current floor editing and improve editing efficiency and experience.
[0119] As an example, see Figure 6b and Figure 6c , Figure 6b This is an interface diagram for disabling the high-floor hiding function provided in an embodiment of the present application. Figure 6c This is an interface diagram for enabling the high-floor hiding function provided in an embodiment of the present application. Figure 6bAs shown in the figure, when the user does not turn on this function and switches to the first floor, the second floor and the scene components in the second floor will also be displayed in the interface. If the user only edits the first floor, the second floor will be blocked, which is not conducive to user editing. Figure 6c As shown, when "Hide high-floor components" is enabled, the floors above the first floor and the scene components in the corresponding floors will be hidden, so that users can focus on editing the first floor and improve the user's editing experience.
[0120] Further, such as Figure 7a As shown, the method for editing a scene component in a game provided by an embodiment of the present application, wherein the editing operation is performed on the first target scene component associated with the first target reference plane, further comprising:
[0121] S701, in response to the second trigger instruction being a spatial layer height editing instruction, displaying an axis shift control on the first target reference plane;
[0122] S702: In response to a movement operation on the shift control, control the movement of the first target reference plane according to second movement information indicated by the movement operation.
[0123] Combined with S701~S702, such as Figure 2b As shown, the game scene to be edited also includes a "tool box". When the player opens the "tool box", a "floor height" button is displayed on the graphical user interface. When the player clicks the "floor height" button, the spatial layer height editing instruction is triggered.
[0124] In response to the activation of the spatial layer height editing function for the game scene to be edited, at least one first target reference plane is generated and displayed, and then a shift control in the y-axis direction is displayed on the first target reference plane. The player can adjust the movement of the first target reference plane by moving the shift control, thereby achieving the adjustment of the height of the first target reference plane.
[0125] Among them, under the floor height editing function, the perspective of the virtual camera associated with the above-mentioned specified scene map is positioned at a preset height above the current first target reference plane. The purpose is to allow the player's perspective to see the height of the current first target reference plane to adjust the sense of space.
[0126] For example, when the user enables the floor height editing function of a specified scene map, the system will display the current second grid plane of the current floor on the graphical user interface, and display the y-axis shift control on the grid plane. This shift control can be used to adjust the height of the floor.
[0127] Under this editing function, the perspective of the virtual camera associated with the specified scene map will be positioned at a preset height above the current second grid plane, so that the user can observe and edit the floor from a suitable height. For example, in the spatial layer height editing mode, after determining the first target reference plane from at least one target reference plane based on the player's second trigger instruction, the parameters of the corresponding virtual camera are as follows: the x-axis value and the z-axis value remain unchanged from the current game values, and the y-axis value is set to the plane coordinate value of the first target reference plane + the second fixed value; the pitch angle of the virtual camera is set to the third fixed value, which is usually set to make the virtual camera look down at the first target reference plane; the second fixed value and the third fixed value are also set based on the player's visual experience when the player's perspective is on each target reference plane, and the second fixed value can be the same as the first fixed value or different; when the second fixed value is different from the first fixed value, for example, the height value of each target reference plane is 3m, and the second fixed value can be ±0.3m, ±0.6m, etc.
[0128] When the user drags or moves the tilt-shift control, the system moves the current second grid plane according to the direction of the drag or move operation. This can be understood as the user can adjust the height of the floor by dragging the tilt-shift control and change the position of the floor in the y-axis direction.
[0129] In this way, the floor height editing function allows users to more conveniently adjust the height and position of the floor, improving the flexibility and efficiency of map editing.
[0130] As an example, see Figure 7b , Figure 7b This is a highly edited interface diagram provided by the embodiment of the present application, such as Figure 7b As shown, the game scene to be edited includes the first floor and the second floor, the current floor is the first floor, the second grid plane of the first floor can be bolded in other colors (such as green), and the grid plane of the second floor will also be displayed at the same time, so that the user can refer to the editing range. In this interface, a y-axis shift control 700 (a combination of a ball + an upward arrow) will be displayed on the first floor, and the user can drag the shift control to move the position of the first floor.
[0131] Furthermore, while controlling the movement of the first target reference plane according to the second movement information indicated by the movement operation, the editing method further includes:
[0132] In response to the height between the first target reference plane and the designated target reference plane reaching a set height value, the movement of the first target reference plane is stopped; the designated target reference plane is a previous target reference plane or a next target reference plane of the first target reference plane.
[0133] This is the process of applying height constraints when moving the first target reference plane. When the user drags or moves the tilt-shift control to move the first target reference plane, the system checks the height difference between the first target reference plane and the specified target reference plane. The specified target reference plane is the previous target reference plane or the next target reference plane of the first target reference plane. Using it as a reference can ensure that the height difference between different target reference planes (that is, different floors) remains reasonable.
[0134] If the height difference between the first target reference plane and the designated target reference plane reaches the set height value, the system will stop moving the first target reference plane to avoid the height difference between different target reference planes (ie, different floors) being too large or too small.
[0135] Such a design can ensure that when adjusting the floor height, an appropriate height difference is maintained between different floors, thereby improving the accuracy and rationality of map editing.
[0136] Furthermore, the method for editing a scene component in a game provided in an embodiment of the present application further includes:
[0137] a1. In response to a first target scene component associated with the first target reference plane satisfying a following condition, while controlling the first target reference plane to move, controlling the first target scene component to follow the first target reference plane to move;
[0138] Specifically, when it is detected that the component follow movement control is in an on state, it is determined that the first target scene component associated with the first target reference plane satisfies the follow condition; wherein the component follow movement control is displayed on the graphical user interface in response to a second trigger instruction that is a spatial layer height editing instruction; or, is displayed on the graphical user interface through a pop-up window in response to a second trigger operation for the spatial layer deletion control.
[0139] a2. In response to the first target scene component associated with the first target reference plane not satisfying the following condition, while controlling the first target reference plane to move, keep controlling the position of the first target scene component unchanged.
[0140] When the component follow movement control is not turned on, then when the player controls the movement of the first target reference plane, the position of the first target scene component associated with the first target reference plane remains unchanged.
[0141] In combination with the above a1-a2, in an embodiment of the present application, when the spatial layer height editing function of the game scene to be edited is enabled, in response to the enabling of the above-mentioned first target scene component following function, while the first target reference plane moves, the first target scene component is controlled to move synchronously with the first target reference plane.
[0142] This is the process of responding to the activation of the floor scene component follow function when the floor height editing function is enabled. When the floor height editing function to be edited is enabled, if the player enables the second target scene component follow function of the second grid plane, the system will determine the first target reference plane associated with the current floor, and the first target scene component associated with the first target reference plane. When the player moves the first target reference plane, the system will control these first target scene components to move with the first target reference plane.
[0143] Such a design can ensure that when the floor height is adjusted or the first target reference plane is moved, the first target scene component in the first target reference plane can move accordingly, keeping the relative position and relationship between the first target scene component and the first target reference plane unchanged. This can improve the editing efficiency and accuracy of the game scene, making the editing process more intuitive and convenient.
[0144] In some embodiments, a component follow movement control is displayed on the graphical user interface, and the player moves the control by turning on the component follow button, so that the component follow movement control is in an on state.
[0145] Here, please continue to see Figure 7b ,like Figure 7b As shown, there is a component follow-up movement control on the graphical user interface, and the user can enable the first target scene component follow-up function by operating this control. This control may be displayed on the interface in the form of a button, option, or other form, and the user can activate the first target scene component follow-up function by clicking or selecting this control.
[0146] After the first target scene component following function is enabled, when the user moves the first target reference plane, the first target scene component will move with the first target reference plane, keeping the relative position and relationship with the first target reference plane unchanged.
[0147] Here, the above-mentioned component follow mobile control provides an intuitive and convenient way to enable the floor scene component follow function, improving the efficiency and accuracy of map editing.
[0148] In addition, in an embodiment of the present application, while controlling the movement of the first target reference plane and keeping the position of the first target scene component unchanged, the association relationship between the first target scene component and the first target reference plane is updated according to the updated association relationship between each target reference plane and each scene component.
[0149] This is a process in which the scene component follow function is turned off when the spatial layer height editing function is enabled; when the spatial layer height editing function in the game scene to be edited is enabled and the component follow function is turned off, if the first target reference plane moves, the system will determine the first target scene components included in the first target reference plane, and then update the association relationship between the first target scene components and the first target reference plane based on the positional relationship between these first target scene components and all current target reference planes. After the first target reference plane moves, the first target scene component may still belong to the first target reference plane, or may belong to other target reference planes.
[0150] Such an update process can ensure that when the first target reference plane is moved, the scene components in the game scene to be edited can be correctly processed and updated, thereby maintaining the accuracy and integrity of the data.
[0151] Specifically, when the first target reference plane moves, if the first target scene component following function is turned off, the first target scene component will not move with the movement of the first target reference plane, and when the first target reference plane is located above or below the first target scene component, the first target scene component will also be converted to a scene component of the next layer or the previous layer. For the determination of the location of the scene component, the method of "determining the target reference plane associated with each scene component" in the above embodiment is still used.
[0152] Further, such as Figure 8a As shown, the method for editing a scene component in a game provided by an embodiment of the present application, wherein the editing operation is performed on the first target scene component associated with the first target reference plane, further comprising:
[0153] S801, in response to the second trigger instruction being a spatial layer deletion instruction, displaying a spatial layer deletion control on the graphical user interface;
[0154] S802: In response to a second trigger operation on the spatial layer deletion control, determining whether a first target scene component associated with the first target reference plane satisfies a following condition;
[0155] S803: If the conditions are met, delete the first target reference plane and the first target scene component associated with it; if the conditions are not met, delete the first target reference plane.
[0156] In combination with S801-S803, in an embodiment of the present application, when the second trigger instruction triggered by the player is a spatial layer deletion instruction, a spatial layer deletion control is displayed on the graphical user interface, and a component follow movement control is also displayed on the graphical user interface through a pop-up window. The player performs the second trigger operation (such as clicking) on the spatial layer deletion control. At this time, if the player turns on the component follow movement control, it is determined whether the first target scene component associated with the first target reference plane meets the follow condition. At this time, the first target reference plane and its associated first target scene component are deleted; if the player does not turn on the follow movement control, the first target reference plane is deleted, but the first target scene component is not deleted.
[0157] This design provides an intuitive and convenient way to delete floors or floor scene components, improving the flexibility and efficiency of map editing.
[0158] For examples, see Figure 8b , Figure 8b This is a scene component association deletion interface diagram provided by an embodiment of the present application, such as Figure 8b As shown, when the spatial layer height editing function is enabled, if the player selects the first target reference plane corresponding to the second floor, a "Delete Current Floor" button will be displayed in the lower right corner of the interface. After the player clicks the above "Delete Current Floor" button, a "Scene Component Follow Selection" control will be displayed through a pop-up window, and the user can choose to follow. When the follow deletion is selected, deleting the first target reference plane will also delete the first target scene component associated with the first target reference plane; if you choose not to follow, the first target reference plane will be deleted, but the first target scene component associated with the first target reference plane will not be deleted.
[0159] Furthermore, in the method for editing a scene component in a game provided by an embodiment of the present application, the graphical user interface includes an interactive control; the editing method further includes:
[0160] b1. In response to a third trigger operation on the interactive control, control the generation of game scene information corresponding to the game scene to be edited; wherein the game scene information includes component information of an edited scene component in the game scene to be edited, and the edited scene component is a scene component after being edited;
[0161] b2. Control the transmission of the game scene information to a server; wherein the server is configured to be in communication connection with a terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server and generate a corresponding game scene according to the game scene information through the game program.
[0162] In actual applications, the graphical user interface includes interactive controls. After the interactive controls are triggered by the terminal device, the game scene information corresponding to the game scene to be edited can be generated. The game scene information can be saved in a preset location, which can be a map file. The map file can not only save the game scene information, but also save other map information (including but not limited to screenshots, map names, logs, etc.). After the map file saves the game scene information, it will be uploaded to the server. After the server reviews it, the game scene generated by the game scene information can be published in the preset map pool, so that the terminal device connected to the server can download the corresponding game scene information from the server, and generate the corresponding game scene according to the game scene information through the game program, and then experience the game in the game scene. This method can publish the game scene information in the game editor and be experienced by other players, thereby realizing a fast UGC function.
[0163] Here, the above-mentioned first trigger operation, second trigger operation and third trigger operation can be the same, for example, all are click operations, or they can be different; the embodiment of the present application does not impose specific limitations on this.
[0164] The embodiments of the present application have the following beneficial effects:
[0165] A graphical user interface provided by a running game program is displayed on a terminal device, and a game scene to be edited in an editing stage is displayed on the graphical user interface, wherein the game scene to be edited includes a scene component, wherein the scene component is configured to generate a corresponding virtual object in a game running scene in a game running stage provided by the game program; in response to a first trigger instruction, at least one target reference plane is determined in the game scene to be edited; in response to a second trigger instruction, a first target reference plane corresponding to the second trigger instruction is determined from the at least one target reference plane. , And perform editing operations on the first target scene component associated with the first target reference plane; the present application uses the target reference plane to perform scene components, which can freely place scene components without relying on placement carriers, thereby improving the placement freedom of scene components, expanding the placement range of scene components, and further improving the editing efficiency of scene components.
[0166] Based on the same inventive concept, the second embodiment of the present application also provides an editing device for scene components in the game corresponding to the editing method for scene components in the game in the first embodiment. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the editing method for scene components in the game in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0167] Reference Fig. 9 As shown, a device for editing scene components in a game provided by the second embodiment of the present application, the editing device includes:
[0168] A first display module 901 is used to display a graphical user interface provided by the running game program through a terminal device, wherein a game scene to be edited in an editing stage is displayed on the graphical user interface, wherein the game scene to be edited includes a scene component, wherein the scene component is configured to generate a corresponding virtual object in a game running scene in a game running stage provided by the game program;
[0169] A first determination module 902 is used to determine at least one target reference plane in the game scene to be edited in response to a first trigger instruction;
[0170] The first editing module 903 is used to respond to the second trigger instruction, determine the first target reference plane corresponding to the second trigger instruction from the at least one target reference plane, and perform an editing operation on the first target scene component associated with the first target reference plane, wherein the first target scene component is a scene component in the scene components that satisfies a preset position relationship with the first target reference plane.
[0171] In a possible implementation, the editing device further includes:
[0172] A second display module is used to display the at least one target reference plane on the graphical user interface after determining the at least one target reference plane; wherein each of the target reference planes is a ground plane corresponding to a target scene component and the game scene to be edited is divided into upper and lower spaces based on the target reference plane.
[0173] In a possible implementation, the editing device further includes:
[0174] A third display module, configured to display the at least one target reference plane in a first display mode on the graphical user interface;
[0175] A fourth display module is used to display the first target reference plane in a second display mode different from the first display mode after determining the first target reference plane.
[0176] In a possible implementation, the first trigger instruction is generated at least by an opening operation on a multi-space layer control, and the multi-space layer control is displayed through a setting window of the game scene to be edited;
[0177] The first trigger instruction is also generated through a setting operation for a spatial layer quantity setting option, the current number of the target reference planes is determined according to the first spatial layer quantity set by the setting operation, and the spatial layer quantity configuration option is displayed through the setting window of the game scene to be edited.
[0178] In a possible implementation, the editing device further includes:
[0179] A second determination module, configured to respond to a third trigger instruction, determine a second target reference plane from the at least one target reference plane, and determine first movement information of a virtual camera associated with the game field to be edited according to the second target reference plane;
[0180] The first movement module is used to control the movement of the virtual camera according to the first movement information.
[0181] In a possible implementation manner, the second determination module determines, according to the second target reference plane, first movement information of the virtual camera associated with the game field to be edited, including:
[0182] According to the second target reference plane and the current position information of the virtual camera, first movement information of the virtual camera associated with the game field to be edited is determined.
[0183] In a possible implementation, the editing device further includes:
[0184] A third determination module is used to respond to a sliding operation on the graphical user interface and determine second movement information of the virtual camera associated with the game field to be edited according to sliding information of the sliding operation;
[0185] The second movement module is used to control the movement of the virtual camera according to the second movement information.
[0186] In a possible implementation, the third trigger instruction is obtained by a trigger operation on a viewing angle adjustment control displayed on a graphical user interface, and the viewing angle adjustment control is a control displayed on the graphical user interface in response to the number of target reference planes being greater than a set threshold; wherein the second target reference plane is determined based on a control direction and a control value associated with the viewing angle adjustment control.
[0187] In a possible implementation, the editing device further includes:
[0188] A reading module, used for reading the plane coordinate value of each target reference plane;
[0189] A fourth determination module is used to obtain, for each scene component included in the game scene to be edited, a component coordinate value located at a preset position of the scene component, and determine a target reference plane associated with the scene component according to a positional relationship between the component coordinate value and the plane coordinate value;
[0190] The fifth determination module is used to determine the first target scene component associated with the first target reference plane according to the target reference plane associated with each scene component.
[0191] In a possible implementation, the first editing module performs an editing operation on the first target scene component associated with the first target reference plane, including:
[0192] In response to the second trigger instruction being a high spatial layer hiding instruction, determining whether the first target reference plane meets a spatial layer switching condition;
[0193] If satisfied, according to the current plane coordinate value of the first target reference plane, determine from the target reference plane a third target reference plane whose corresponding plane coordinate value is greater than the current plane coordinate value, and determine a third target scene component associated with the third target reference plane;
[0194] The third target reference plane and the third target scene component are hidden.
[0195] In a possible implementation, the high spatial layer hiding instruction is generated by operating a high spatial layer hiding control; the high spatial layer hiding control is displayed through a setting window of the game scene to be edited.
[0196] In a possible implementation, the first editing module performs an editing operation on the first target scene component associated with the first target reference plane, further comprising:
[0197] In response to the second trigger instruction being a spatial layer height editing instruction, displaying an axis shift control on the first target reference plane;
[0198] In response to a movement operation on the shift control, the first target reference plane is controlled to move according to second movement information indicated by the movement operation.
[0199] In a possible implementation, the editing device further includes:
[0200] A first control module is used to stop moving the first target reference plane in response to the height between the first target reference plane and a specified target reference plane reaching a set height value while controlling the movement of the first target reference plane according to the second movement information indicated by the movement operation; the specified target reference plane is the previous target reference plane or the next target reference plane of the first target reference plane.
[0201] In a possible implementation, the editing device further includes:
[0202] a second control module, configured to control the first target scene component to follow the movement of the first target reference plane while controlling the movement of the first target reference plane in response to the first target scene component associated with the first target reference plane satisfying a following condition;
[0203] The second control module is further used for controlling the position of the first target scene component unchanged while controlling the movement of the first target reference plane in response to the first target scene component associated with the first target reference plane not satisfying the following condition.
[0204] In a possible implementation, the editing device further includes:
[0205] An updating module is used to update the association relationship between the first target scene component and the first target reference plane according to the updated association relationship between each target reference plane and each scene component while controlling the movement of the first target reference plane and keeping the position of the first target scene component unchanged.
[0206] In a possible implementation, the first editing module performs an editing operation on the first target scene component associated with the first target reference plane, further comprising:
[0207] In response to the second trigger instruction being a spatial layer deletion instruction, displaying a spatial layer deletion control on the graphical user interface;
[0208] In response to a second trigger operation on the spatial layer deletion control, determining whether a first target scene component associated with the first target reference plane satisfies a following condition;
[0209] If so, the first target reference plane and its associated first target scene component are deleted; if not, the first target reference plane is deleted.
[0210] In a possible implementation, the editing device further includes:
[0211] The sixth determination module is used to determine that the first target scene component associated with the first target reference plane meets the following condition when it is detected that the component follow movement control is in an turned-on state; wherein the component follow movement control is displayed on the graphical user interface in response to the second trigger instruction being a spatial layer height editing instruction; or is displayed on the graphical user interface through a pop-up window in response to the second trigger operation for the spatial layer deletion control.
[0212] In a possible implementation, the graphical user interface includes interactive controls; and the editing device further includes:
[0213] A third control module, configured to control the generation of game scene information corresponding to the game scene to be edited in response to a trigger operation on the interactive control; wherein the game scene information includes component information of an edited scene component in the game scene to be edited, and the edited scene component is a scene component after being edited;
[0214] The third control module is also used to control the transmission of the game scene information to the server; wherein the server is configured to communicate with the terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server and generate a corresponding game scene according to the game scene information through the game program.
[0215] The editing device for scene components in the above-mentioned game provided in the embodiment of the present application edits scene components through a target reference plane, and can freely place scene components without relying on a placement carrier, thereby improving the placement freedom of scene components and expanding the placement range of scene components, further improving the editing efficiency of scene components.
[0216] like Fig.10 As shown, an electronic device 1000 provided in the third embodiment of the present application includes: a processor 1001, a memory 1002 and a bus, wherein the memory 1002 stores machine-readable instructions executable by the processor 1001. When the electronic device 1000 is running, the processor 1001 communicates with the memory 1002 through the bus, and when the processor 1001 executes the machine-readable instructions, the following steps are performed:
[0217] Displaying a graphical user interface provided by the running game program through a terminal device, wherein a game scene to be edited in an editing stage is displayed on the graphical user interface, wherein the game scene to be edited includes a scene component, wherein the scene component is configured to generate a corresponding virtual object in a game running scene in a game running stage provided by the game program;
[0218] In response to a first trigger instruction, determining at least one target reference plane in the game scene to be edited;
[0219] In response to the second trigger instruction, determining a first target reference plane corresponding to the second trigger instruction from the at least one target reference plane , And perform an editing operation on a first target scene component associated with the first target reference plane, wherein the first target scene component is a scene component among the scene components that satisfies a preset position relationship with the first target reference plane.
[0220] When the processor 1001 executes the machine-readable instruction, the processor 1001 further performs the following steps:
[0221] After determining the at least one target reference plane, display the at least one target reference plane on the graphical user interface; wherein each target reference plane is a ground plane corresponding to a target scene component and the game scene to be edited is divided into upper and lower spaces based on the target reference plane.
[0222] When the processor 1001 executes the machine-readable instruction, the processor 1001 further performs the following steps:
[0223] Displaying the at least one target reference plane in a first display mode on the graphical user interface;
[0224] After determining the first target reference plane, the first target reference plane is displayed in a second display manner different from the first display manner.
[0225] In an optional implementation, the first trigger instruction is generated at least by an opening operation on a multi-space layer control, and the multi-space layer control is displayed through a setting window of the game scene to be edited;
[0226] The first trigger instruction is also generated through a setting operation for a spatial layer quantity setting option, the current number of the target reference planes is determined according to the first spatial layer quantity set by the setting operation, and the spatial layer quantity configuration option is displayed through the setting window of the game scene to be edited.
[0227] When the processor 1001 executes the machine-readable instruction, the processor 1001 further performs the following steps:
[0228] In response to a third trigger instruction, determining a second target reference plane from the at least one target reference plane, and determining first movement information of a virtual camera associated with the game field to be edited according to the second target reference plane;
[0229] The movement of the virtual camera is controlled according to the first movement information.
[0230] In an optional implementation, determining the first movement information of the virtual camera associated with the game field to be edited according to the second target reference plane includes:
[0231] According to the second target reference plane and the current position information of the virtual camera, first movement information of the virtual camera associated with the game field to be edited is determined.
[0232] When the processor 1001 executes the machine-readable instruction, the processor 1001 further performs the following steps:
[0233] In response to a sliding operation on the graphical user interface, determining second movement information of the virtual camera associated with the game field to be edited according to sliding information of the sliding operation;
[0234] The movement of the virtual camera is controlled according to the second movement information.
[0235] In an optional embodiment, the third trigger instruction is obtained by a first trigger operation on a viewing angle adjustment control displayed on a graphical user interface, and the viewing angle adjustment control is a control displayed on the graphical user interface in response to the number of target reference planes being greater than a set threshold; wherein the second target reference plane is determined according to a control direction and a control value associated with the viewing angle adjustment control.
[0236] In an optional implementation, determining the first target scene component associated with the first target reference plane by the following method includes:
[0237] Read the plane coordinate value of each target reference plane;
[0238] For each scene component included in the game scene to be edited, a component coordinate value located at a preset position of the scene component is obtained, and a target reference plane associated with the scene component is determined according to a positional relationship between the component coordinate value and the plane coordinate value;
[0239] According to the target reference plane associated with each scene component, a first target scene component associated with the first target reference plane is determined.
[0240] In an optional implementation, performing an editing operation on the first target scene component associated with the first target reference plane includes:
[0241] In response to the second trigger instruction being a high spatial layer hiding instruction, determining whether the first target reference plane meets a spatial layer switching condition;
[0242] If satisfied, according to the current plane coordinate value of the first target reference plane, determine from the target reference plane a third target reference plane whose corresponding plane coordinate value is greater than the current plane coordinate value, and determine a third target scene component associated with the third target reference plane;
[0243] The third target reference plane and the third target scene component are hidden.
[0244] In an optional implementation, the high spatial layer hiding instruction is generated by operating a high spatial layer hiding control; the high spatial layer hiding control is displayed through a setting window of the game scene to be edited.
[0245] In an optional implementation, the performing an editing operation on the first target scene component associated with the first target reference plane further includes:
[0246] In response to the second trigger instruction being a spatial layer height editing instruction, displaying an axis shift control on the first target reference plane;
[0247] In response to a movement operation on the shift control, the first target reference plane is controlled to move according to second movement information indicated by the movement operation.
[0248] When the processor 1001 executes the machine-readable instruction, the processor 1001 further performs the following steps:
[0249] While controlling the movement of the first target reference plane according to the second movement information indicated by the movement operation, in response to the height of the first target reference plane and the designated target reference plane reaching a set height value, stopping the movement of the first target reference plane; the designated target reference plane is the previous target reference plane or the next target reference plane of the first target reference plane.
[0250] When the processor 1001 executes the machine-readable instruction, the processor 1001 further performs the following steps:
[0251] In response to a first target scene component associated with the first target reference plane satisfying a following condition, while controlling the first target reference plane to move, controlling the first target scene component to follow the first target reference plane to move;
[0252] In response to a first target scene component associated with the first target reference plane not satisfying the following condition, while controlling the first target reference plane to move, the position of the first target scene component is kept unchanged.
[0253] When the processor 1001 executes the machine-readable instruction, the processor 1001 further performs the following steps:
[0254] While controlling the movement of the first target reference plane and keeping the position of the first target scene component unchanged, the association relationship between the first target scene component and the first target reference plane is updated according to the updated association relationship between each target reference plane and each scene component.
[0255] In an optional implementation, the performing an editing operation on the first target scene component associated with the first target reference plane further includes:
[0256] In response to the second trigger instruction being a spatial layer deletion instruction, displaying a spatial layer deletion control on the graphical user interface;
[0257] In response to a second trigger operation on the spatial layer deletion control, determining whether a first target scene component associated with the first target reference plane satisfies a following condition;
[0258] If so, the first target reference plane and its associated first target scene component are deleted; if not, the first target reference plane is deleted.
[0259] In an optional implementation, it is determined that the first target scene component associated with the first target reference plane satisfies the following condition by the following method:
[0260] When it is detected that the component follow movement control is in the turned-on state, it is determined that the first target scene component associated with the first target reference plane satisfies the follow condition; wherein the component follow movement control is displayed on the graphical user interface in response to the second trigger instruction being a spatial layer height editing instruction; or, is displayed on the graphical user interface through a pop-up window in response to the second trigger operation for the spatial layer deletion control.
[0261] The graphical user interface includes interactive controls; when the processor 1001 executes the machine-readable instructions, the processor 1001 further performs the following steps:
[0262] In response to a third trigger operation on the interactive control, control the generation of game scene information corresponding to the game scene to be edited; wherein the game scene information includes component information of an edited scene component in the game scene to be edited, and the edited scene component is a scene component after being edited;
[0263] Control the transmission of the game scene information to a server; wherein the server is configured to be in communication connection with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.
[0264] The electronic device provided in the embodiment of the present application determines at least one target reference plane in the game scene to be edited through a first trigger instruction, and determines a first target reference plane corresponding to the second trigger instruction from the at least one target reference plane through a second trigger instruction. , And perform editing operations on the first target scene component associated with the first target reference plane; in the present application, scene components are edited through the target reference plane, so that scene components can be placed freely without relying on the placement carrier, thereby improving the placement freedom of scene components, and expanding the placement range of scene components, further improving the editing efficiency of scene components.
[0265] The fourth embodiment of the present application further provides a computer-readable storage medium, wherein a computer program is stored on the computer-readable storage medium. When the computer program is executed by a processor, the following steps are performed:
[0266] Displaying a graphical user interface provided by the running game program through a terminal device, wherein a game scene to be edited in an editing stage is displayed on the graphical user interface, wherein the game scene to be edited includes a scene component, wherein the scene component is configured to generate a corresponding virtual object in a game running scene in a game running stage provided by the game program;
[0267] In response to a first trigger instruction, determining at least one target reference plane in the game scene to be edited;
[0268] In response to the second trigger instruction, determining a first target reference plane corresponding to the second trigger instruction from the at least one target reference plane , And perform an editing operation on a first target scene component associated with the first target reference plane, wherein the first target scene component is a scene component among the scene components that satisfies a preset position relationship with the first target reference plane.
[0269] When the computer program is executed by the processor, the following steps are also performed:
[0270] After determining the at least one target reference plane, display the at least one target reference plane on the graphical user interface; wherein each target reference plane is a ground plane corresponding to a target scene component and the game scene to be edited is divided into upper and lower spaces based on the target reference plane.
[0271] When the computer program is executed by the processor, the following steps are also performed:
[0272] Displaying the at least one target reference plane in a first display mode on the graphical user interface;
[0273] After determining the first target reference plane, the first target reference plane is displayed in a second display manner different from the first display manner.
[0274] In an optional implementation, the first trigger instruction is generated at least by an opening operation on a multi-space layer control, and the multi-space layer control is displayed through a setting window of the game scene to be edited;
[0275] The first trigger instruction is also generated through a setting operation for a spatial layer quantity setting option, the current number of the target reference planes is determined according to the first spatial layer quantity set by the setting operation, and the spatial layer quantity configuration option is displayed through the setting window of the game scene to be edited.
[0276] When the computer program is executed by the processor, the following steps are also performed:
[0277] In response to a third trigger instruction, determining a second target reference plane from the at least one target reference plane, and determining first movement information of a virtual camera associated with the game field to be edited according to the second target reference plane;
[0278] The movement of the virtual camera is controlled according to the first movement information.
[0279] In an optional implementation, determining the first movement information of the virtual camera associated with the game field to be edited according to the second target reference plane includes:
[0280] According to the second target reference plane and the current position information of the virtual camera, first movement information of the virtual camera associated with the game field to be edited is determined.
[0281] When the computer program is executed by the processor, the following steps are also performed:
[0282] In response to a sliding operation on the graphical user interface, determining second movement information of the virtual camera associated with the game field to be edited according to sliding information of the sliding operation;
[0283] The movement of the virtual camera is controlled according to the second movement information.
[0284] In an optional embodiment, the third trigger instruction is obtained by a first trigger operation on a viewing angle adjustment control displayed on a graphical user interface, and the viewing angle adjustment control is a control displayed on the graphical user interface in response to the number of target reference planes being greater than a set threshold; wherein the second target reference plane is determined according to a control direction and a control value associated with the viewing angle adjustment control.
[0285] In an optional implementation, determining the first target scene component associated with the first target reference plane by the following method includes:
[0286] Read the plane coordinate value of each target reference plane;
[0287] For each scene component included in the game scene to be edited, a component coordinate value located at a preset position of the scene component is obtained, and a target reference plane associated with the scene component is determined according to a positional relationship between the component coordinate value and the plane coordinate value;
[0288] According to the target reference plane associated with each scene component, a first target scene component associated with the first target reference plane is determined.
[0289] In an optional implementation, performing an editing operation on the first target scene component associated with the first target reference plane includes:
[0290] In response to the second trigger instruction being a high spatial layer hiding instruction, determining whether the first target reference plane meets a spatial layer switching condition;
[0291] If satisfied, according to the current plane coordinate value of the first target reference plane, determine from the target reference plane a third target reference plane whose corresponding plane coordinate value is greater than the current plane coordinate value, and determine a third target scene component associated with the third target reference plane;
[0292] The third target reference plane and the third target scene component are hidden.
[0293] In an optional implementation, the high spatial layer hiding instruction is generated by operating a high spatial layer hiding control; the high spatial layer hiding control is displayed through a setting window of the game scene to be edited.
[0294] In an optional implementation, the performing an editing operation on the first target scene component associated with the first target reference plane further includes:
[0295] In response to the second trigger instruction being a spatial layer height editing instruction, displaying an axis shift control on the first target reference plane;
[0296] In response to a movement operation on the shift control, the first target reference plane is controlled to move according to second movement information indicated by the movement operation.
[0297] When the computer program is executed by the processor, the following steps are also performed:
[0298] While controlling the movement of the first target reference plane according to the second movement information indicated by the movement operation, in response to the height of the first target reference plane and the designated target reference plane reaching a set height value, stopping the movement of the first target reference plane; the designated target reference plane is the previous target reference plane or the next target reference plane of the first target reference plane.
[0299] When the computer program is executed by the processor, the following steps are also performed:
[0300] In response to a first target scene component associated with the first target reference plane satisfying a following condition, while controlling the first target reference plane to move, controlling the first target scene component to follow the first target reference plane to move;
[0301] In response to a first target scene component associated with the first target reference plane not satisfying the following condition, while controlling the first target reference plane to move, the position of the first target scene component is kept unchanged.
[0302] When the computer program is executed by the processor, the following steps are also performed:
[0303] While controlling the movement of the first target reference plane and keeping the position of the first target scene component unchanged, the association relationship between the first target scene component and the first target reference plane is updated according to the updated association relationship between each target reference plane and each scene component.
[0304] In an optional implementation, the performing an editing operation on the first target scene component associated with the first target reference plane further includes:
[0305] In response to the second trigger instruction being a spatial layer deletion instruction, displaying a spatial layer deletion control on the graphical user interface;
[0306] In response to a second trigger operation on the spatial layer deletion control, determining whether a first target scene component associated with the first target reference plane satisfies a following condition;
[0307] If so, the first target reference plane and its associated first target scene component are deleted; if not so, the first target reference plane is deleted.
[0308] In an optional implementation, it is determined that the first target scene component associated with the first target reference plane satisfies the following condition by the following method:
[0309] When it is detected that the component follow movement control is in the turned-on state, it is determined that the first target scene component associated with the first target reference plane satisfies the follow condition; wherein the component follow movement control is displayed on the graphical user interface in response to the second trigger instruction being a spatial layer height editing instruction; or, is displayed on the graphical user interface through a pop-up window in response to the second trigger operation for the spatial layer deletion control.
[0310] The graphical user interface includes interactive controls; when the computer program is executed by the processor, the following steps are also performed:
[0311] In response to a third trigger operation on the interactive control, control the generation of game scene information corresponding to the game scene to be edited; wherein the game scene information includes component information of an edited scene component in the game scene to be edited, and the edited scene component is a scene component after being edited;
[0312] Control the transmission of the game scene information to a server; wherein the server is configured to be in communication connection with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.
[0313] The above-mentioned computer-readable storage medium provided in the embodiment of the present application, when the computer program therein is executed by the processor, edits the scene components through the target reference plane, can freely place the scene components without relying on the placement carrier, improves the placement freedom of the scene components, and expands the placement range of the scene components, further improving the editing efficiency of the scene components.
[0314] In the embodiment of the present application, the computer program can also execute other machine-readable instructions when run by the processor to execute other methods described in the embodiment. For the specific execution method steps and principles, please refer to the description of the embodiment, which will not be repeated here.
[0315] In some embodiments, the storage medium can be a magnetic random access memory (FRAM), a read-only memory (ROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), a flash memory, a magnetic surface storage, an optical disk, or a compact disc read-only memory (CD ROM); it can also be various devices including one or any combination of the above memories.
[0316] In some embodiments, executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.
[0317] As an example, executable instructions may, but do not necessarily, correspond to a file in a file system, may be stored as part of a file that stores other programs or data, for example, in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (for example, files storing one or more modules, subroutines, or code portions).
[0318] By way of example, executable instructions may be deployed to be executed on one computing device, or on multiple computing devices located at one site, or on multiple computing devices distributed across multiple sites and interconnected by a communication network.
[0319] Those skilled in the art can clearly understand that, for the convenience and simplicity of description, the specific working process of the system and device described above can refer to the corresponding process in the method embodiment, and will not be repeated in this application. In the several embodiments provided in this application, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the modules is only a logical function division. There may be other division methods in actual implementation. For example, multiple modules or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or modules, which can be electrical, mechanical or other forms.
[0320] The modules described as separate components may or may not be physically separated, and the components shown as modules may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0321] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0322] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the flight control method described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as USB flash drives, mobile hard drives, ROM, RAM, magnetic disks, or optical disks.
[0323] The above are only specific implementations of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.
Claims
1. A method for editing scene components in a game, characterized in that: The editing method comprises: Displaying a graphical user interface provided by the running game program through a terminal device, wherein a game scene to be edited in an editing stage is displayed on the graphical user interface, wherein the game scene to be edited includes a scene component, wherein the scene component is configured to generate a corresponding virtual object in a game running scene in a game running stage provided by the game program; In response to a first trigger instruction, determining at least one target reference plane in the game scene to be edited; In response to the second trigger instruction, determining a first target reference plane corresponding to the second trigger instruction from the at least one target reference plane , And perform an editing operation on a first target scene component associated with the first target reference plane, wherein the first target scene component is a scene component among the scene components that satisfies a preset position relationship with the first target reference plane.
2. The method for editing scene components in a game according to claim 1, characterized in that: The editing method further comprises: After determining the at least one target reference plane, display the at least one target reference plane on the graphical user interface; wherein each target reference plane is a ground plane corresponding to a target scene component and the game scene to be edited is divided into upper and lower spaces based on the target reference plane.
3. The method for editing scene components in a game according to claim 2, characterized in that: The editing method comprises: Displaying the at least one target reference plane in a first display mode on the graphical user interface; After determining the first target reference plane, the first target reference plane is displayed in a second display manner different from the first display manner.
4. The method for editing scene components in a game according to claim 1, characterized in that: The first trigger instruction is generated at least by an opening operation on a multi-space layer control, and the multi-space layer control is displayed through a setting window of the game scene to be edited; The first trigger instruction is also generated through a setting operation for a spatial layer quantity setting option, the current number of the target reference planes is determined according to the first spatial layer quantity set by the setting operation, and the spatial layer quantity configuration option is displayed through the setting window of the game scene to be edited.
5. The method for editing scene components in a game according to claim 1, characterized in that: The editing method further comprises: In response to a third trigger instruction, determining a second target reference plane from the at least one target reference plane, and determining first movement information of a virtual camera associated with the game field to be edited according to the second target reference plane; The movement of the virtual camera is controlled according to the first movement information.
6. The method for editing scene components in a game according to claim 5, characterized in that: The step of determining first movement information of a virtual camera associated with the game field to be edited according to the second target reference plane includes: According to the second target reference plane and the current position information of the virtual camera, first movement information of the virtual camera associated with the game field to be edited is determined.
7. The method for editing scene components in a game according to claim 6, characterized in that: The editing method further comprises: In response to a sliding operation on the graphical user interface, determining second movement information of the virtual camera associated with the game field to be edited according to sliding information of the sliding operation; The movement of the virtual camera is controlled according to the second movement information.
8. The method for editing scene components in a game according to claim 5, characterized in that: The third trigger instruction is obtained by the first trigger operation of the viewing angle adjustment control displayed on the graphical user interface, and the viewing angle adjustment control is a control displayed on the graphical user interface in response to the number of target reference planes being greater than a set threshold; wherein, the second target reference plane is determined according to the control direction and control value associated with the viewing angle adjustment control.
9. The method for editing scene components in a game according to claim 1, characterized in that: The first target scene component associated with the first target reference plane is determined by the following method, comprising: Read the plane coordinate value of each target reference plane; For each scene component included in the game scene to be edited, a component coordinate value located at a preset position of the scene component is obtained, and a target reference plane associated with the scene component is determined according to a positional relationship between the component coordinate value and the plane coordinate value; According to the target reference plane associated with each scene component, a first target scene component associated with the first target reference plane is determined.
10. The method for editing scene components in a game according to claim 1, characterized in that: The performing an editing operation on the first target scene component associated with the first target reference plane includes: In response to the second trigger instruction being a high spatial layer hiding instruction, determining whether the first target reference plane meets a spatial layer switching condition; If satisfied, according to the current plane coordinate value of the first target reference plane, determine from the target reference plane a third target reference plane whose corresponding plane coordinate value is greater than the current plane coordinate value, and determine a third target scene component associated with the third target reference plane; The third target reference plane and the third target scene component are hidden.
11. The method for editing scene components in a game according to claim 10, characterized in that: The high spatial layer hiding instruction is generated by operating a high spatial layer hiding control; the high spatial layer hiding control is displayed through a setting window of the game scene to be edited.
12. The method for editing scene components in a game according to claim 2, characterized in that: The performing of the editing operation on the first target scene component associated with the first target reference plane further includes: In response to the second trigger instruction being a spatial layer height editing instruction, displaying an axis shift control on the first target reference plane; In response to a movement operation on the shift control, the first target reference plane is controlled to move according to second movement information indicated by the movement operation.
13. The method for editing scene components in a game according to claim 12, characterized in that: The editing method further comprises: While controlling the movement of the first target reference plane according to the second movement information indicated by the movement operation, in response to the height of the first target reference plane and the designated target reference plane reaching a set height value, stopping the movement of the first target reference plane; the designated target reference plane is the previous target reference plane or the next target reference plane of the first target reference plane.
14. The method for editing scene components in a game according to claim 12, characterized in that: The editing method further comprises: In response to a first target scene component associated with the first target reference plane satisfying a following condition, while controlling the first target reference plane to move, controlling the first target scene component to follow the first target reference plane to move; In response to a first target scene component associated with the first target reference plane not satisfying the following condition, while controlling the first target reference plane to move, the position of the first target scene component is kept unchanged.
15. The method for editing scene components in a game according to claim 12, characterized in that: The editing method further comprises: While controlling the movement of the first target reference plane and keeping the position of the first target scene component unchanged, the association relationship between the first target scene component and the first target reference plane is updated according to the updated association relationship between each target reference plane and each scene component.
16. The method for editing scene components in a game according to claim 12, characterized in that: The performing of the editing operation on the first target scene component associated with the first target reference plane further includes: In response to the second trigger instruction being a spatial layer deletion instruction, displaying a spatial layer deletion control on the graphical user interface; In response to a second trigger operation on the spatial layer deletion control, determining whether a first target scene component associated with the first target reference plane satisfies a following condition; If so, the first target reference plane and its associated first target scene component are deleted; if not so, the first target reference plane is deleted.
17. The method for editing scene components in a game according to claim 14 or 16, characterized in that: Determine that the first target scene component associated with the first target reference plane satisfies the following condition by the following method: When it is detected that the component follow movement control is in the turned-on state, it is determined that the first target scene component associated with the first target reference plane satisfies the follow condition; wherein, the component follow movement control is displayed on the graphical user interface in response to the second trigger instruction being a spatial layer height editing instruction; or, is displayed on the graphical user interface through a pop-up window in response to the second trigger operation for the spatial layer deletion control.
18. The method for editing scene components in a game according to claim 1, characterized in that: The graphical user interface includes interactive controls; the editing method also includes: In response to a third trigger operation on the interactive control, control the generation of game scene information corresponding to the game scene to be edited; wherein the game scene information includes component information of an edited scene component in the game scene to be edited, and the edited scene component is a scene component after being edited; Control the transmission of the game scene information to a server; wherein the server is configured to be in communication connection with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.
19. A device for editing scene components in a game, characterized in that: The editing device comprises: A first display module, used for displaying a graphical user interface provided by the running game program through a terminal device, wherein a game scene to be edited in an editing stage is displayed on the graphical user interface, wherein the game scene to be edited includes a scene component, wherein the scene component is configured to generate a corresponding virtual object in a game running scene in a game running stage provided by the game program; A first determination module, configured to determine at least one target reference plane in the game scene to be edited in response to a first trigger instruction; A first editing module is used to respond to a second trigger instruction, determine a first target reference plane corresponding to the second trigger instruction from the at least one target reference plane, and perform an editing operation on a first target scene component associated with the first target reference plane, wherein the first target scene component is a scene component in the scene components that satisfies a preset position relationship with the first target reference plane.
20. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to execute the method for editing scene components in a game as described in any one of claims 1 to 18.
21. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the method for editing a scene component in a game as described in any one of claims 1 to 18 is executed.
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